The Writer's Journey

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The Writer's Journey Page 19

by Christopher Vogler


  INITIATION

  Heroes emerge from their Ordeals to be recognized as special and different, part of a select few who have outwitted death. The Immortals of ancient Greece were a very exclusive club. Only the gods and a smattering of lucky humans were exempt from death, and only those humans who had done something remarkable or pleasing to the gods would be granted admittance by Zeus. Among these were Hercules, Andromeda, and Aesculapius.

  Battlefield promotions and knighthood are ways of recognizing that heroes have passed an ordeal and entered a smaller group of special survivors. Joseph Campbell's overall name for what we are calling Act Two is "Initiation," a new beginning in a new rank. The hero after facing death is really a new creature. A woman who has gone through the life-threatening territory of childbirth belongs to a different order of being. She has been initiated into the company of motherhood, a select sorority.

  Initiation into secret societies, sororities, or fraternities means that you are privy to certain secrets and sworn never to reveal them. You pass tests to prove your worthiness. You may be put through a ritual death-and-rebirth Ordeal and may be given a new name and rank to signify you are a newborn being.

  NEW PERCEPTIONS

  Heroes may find that surviving death grants new powers or better perceptions. In the previous chapter we spoke of death's ability to sharpen the perception of life. This is beautifully captured in the northern tale of Sigurd the dragon-killer. Sigurd's Supreme Ordeal is to slay a dragon named Fafnir. A drop of the dragons blood happens to fall on Sigurd's tongue. He has truly tasted death, and for this is granted new powers of perception. He can understand the language of the birds, and hears two of them warning him that his Mentor, the dwarf Regin, plans to kill him. He is saved from a second deadly danger because of his newfound power, the Reward for surviving death. New knowledge may be the sword that the hero seizes.

  SEEING THROUGH DECEPTION

  A hero may be granted a new insight or understanding of a mystery as her Reward. She may see through a deception. If she has been dealing with a shapeshifting partner, she may see through his disguises and perceive the reality for the first time. Seizing the Sword can be a moment of clarity.

  CLAIRVOYANCE

  After transcending death, a hero may even become clairvoyant or telepathic, sharing in the power of the immortal gods. Clairvoyant means simply "seeing clearly." A hero who has faced death is more aware of the connectedness of things, more intuitive. In Arabesque, after the love scene between Gregory Peck and Sophia Loren, the lovers are trying to figure out a secret code in ancient hieroglyphics. Peck suddenly realizes, with his newfound perceptive ability, that what the spies are after is not the code but a microfilm dot on the piece of paper. Surviving death has given him new power of insight. The realization is so exciting that it propels the movie into Act Three.

  SELF-REALIZATION

  Insight might be of a deeper type. Heroes can sometimes experience a profound self-realization after tricking death. They see who they are and how they fit into the scheme of things. They see the ways they've been foolish or stubborn. The scales fall from their eyes and the illusion of their lives is replaced with clarity and truth. Maybe it doesn't last long, but for a moment heroes see themselves clearly.

  EPIPHANY

  Others may see the hero more clearly, too. Others may see in their changed behavior signs that they have been reborn and share in the immortality of gods. This is sometimes called a moment of epiphany: an abrupt realization of divinity. The Feast of the Epiphany, observed in the Catholic Church on January 6, celebrates the moment when the Magi, three Wise Old Men, first realized the divinity of the newborn Christ. One of the Rewards of surviving death is that others can see that heroes have changed. Young people coming back from a war or from an ordeal like basic training seem different — more mature, self-confident, and serious, and worthy of a little more respect. There is a chain of divine experience: from enthusiasm, being visited by a god, to apotheosis, becoming a god, to epiphany, being recognized as a god.

  Heroes themselves may experience epiphany. A hero may realize suddenly, after a moment of Supreme Ordeal, that he is the son of a god or a king, a chosen one with special powers. Epiphany is a moment of realizing you are a divine and sacred being, connected to all things.

  James Joyce expanded the meaning of the word epiphany, using it to mean a sudden perception of the essence of something, seeing to the core of a person, idea, or thing. Heroes sometimes experience a sudden understanding of the nature of things after passing through an Ordeal. Surviving death gives meaning to life and sharpens perceptions.

  DISTORTIONS

  In other stories the conquest of death may lead to some distortions of perception. Heroes may suffer from an inflation of the ego. In other words, they get a swelled head. They might turn cocky or arrogant. Perhaps they abuse the power and privilege of being a reborn hero. Their self-esteem sometimes grows too large and distorts their perception of their real value.

  Heroes may be tainted by the very death or evil they came to fight. Soldiers fighting to preserve civilization may fall into the barbarism of war. Cops or detectives battling criminals often cross the line and use illegal or immoral means, becoming as bad as the criminals themselves. Heroes can enter the mental world of their opponents and get stuck there, like the detective in Manhunter who risks his soul to enter the twisted mind of a serial killer.

  Bloodshed and murder are powerful forces and may intoxicate or poison a hero. Peter O'Toole as Lawrence of Arabia shows us a man who, after the Ordeal of the battle of Aqaba, is horrified to discover that he loves killing.

  Another error heroes may make at this point is simply to underestimate the significance of the Supreme Ordeal. Someone hit by the hammer of change may deny that anything has happened. Denial after an encounter with death is one of the natural stages of grief and recovery described by Dr. Elisabeth Kubler-Ross. Anger is another. Heroes may just let off some steam after the Ordeal, expressing justifiable resentment over having been made to face death.

  Heroes may also overestimate their own importance or prowess after a duel with death. But they may soon find out that they were just lucky the first time, and will have other encounters with danger that will teach them their limits.

  THE WIZARD OF OZ

  The immediate aftermath of the Ordeal in The Wizard of Oz is an act of Seizing. Instead of a sword, it's the burnt broomstick of the Wicked Witch that Dorothy takes possession of Actually she's much too well mannered to just grab it; she politely asks for it from the fearsome guards who have now fallen to their knees to show their loyalty to her. Dorothy had good reason to fear they would turn on her after the Witch's death. But in fact the guards are glad the Witch is dead, for now they are free of her awful slavery. Another Reward of surviving death is that Threshold Guardians may be completely won over to the hero's side. The guards give her the broomstick gladly.

  Dorothy and companions return swiftly to the Wizard's throne room where she lays the broom before the ferocious floating Head. She has fulfilled her bargain with the Wizard, and completed the seemingly impossible task. Now she and her friends claim their heroes' Reward.

  But to their surprise, the Wizard balks at paying up. He gets furious and argumentative. He is like an old personality structure or a parent that knows it must yield to a maturing offspring but is reluctant to let go, putting up one last fight.

  It's then that the little dog Toto fulfills his purpose in the story. His animal intuition and curiosity got Dorothy in trouble in the first place, when he dug in Miss Gulch's flower bed. Now they are the instrument of salvation. As Toto noses around behind the throne, he discovers a meek little old man behind a curtain, controlling the monstrous illusion of Oz, the great and powerful. This man, not the bellowing head, is the real Wizard of Oz.

  This is a typical post-ordeal realization or moment of insight. The heroes see, through the eyes of the intuitive, curious Toto, that behind the illusion of the mightiest organization
is a human being with emotions that can be reached. (This scene has always seemed to me a metaphor for Hollywood, which tries very hard to be scary and awesome, but which is made up of ordinary people with fears and flaws.)

  At first the Wizard professes to be unable to help them, but with encouragement he provides Elixirs for Dorothy's helpers: a diploma for the Scarecrow, a medal of valor for the Lion, and a windup heart for the Tin Woodsman. There is a tone of satire about this scene. It seems to be saying: These Elixirs are placebos, meaningless symbols that men give each other. Many people with degrees, medals, or testimonials have done nothing to earn them. Those who have not survived death can take the Elixir all day long but it still won't help them.

  The true all-healing Elixir is the achievement of inner change, but the scene acknowledges that it's important to get outward recognition as well. As a surrogate parent for the lot of them, the Wizard is granting them the ultimate boon of a father's approval, a Reward that few people get. Heart, brains, and courage are inside them and always were, but the physical objects serve as a reminder.

  Now the Wizard turns to Dorothy and says sadly there is nothing he can do for her. He was blown to Oz in a balloon from the Nebraska state fair, and has no idea how to get back home himself. He's right — only Dorothy can grant herself the self - acceptance to "get home,"

  Facing death has life-changing consequences which heroes experience by Seizing the

  Sword, but after experiencing their Reward fully, heroes must turn back to the quest.

  There are more Ordeals ahead, and it's time to pack up and face them, on the next

  stage of the Hero's Journey: The Road Back.

  QUESTIONING THE JOURNEY

  1. What is the modern equivalent of a campfire scene in Thelma & Louise? Sister Act? Ghost?

  2. What do the heroes of your stories learn by observing death? By causing death? By experiencing death?

  3. What do the heroes of your story take possession of after facing death or their greatest fears? What is the aftermath, the consequence, of the major event of Act Two? Have your heroes absorbed any negative qualities from the Shadow or villain?

  4. Does the story change direction? Is a new goal or agenda revealed in the Reward phase?

  5. Is the aftermath of the Ordeal in your story an opportunity for a love scene?

  6. Do your heroes realize they have changed? Is there self-examination or realization of wider consciousness? Have they learned to deal with their inner flaws?

  that is, be happy inside herself wherever she is. But he agrees to try and orders a big hot-air balloon to be built by the citizens of Oz. The heroes have seized everything except the elusive prize of Home, which must be sought in Act Three.

  Once the lessons and Rewards of the great Ordeal have been celebrated and absorbed, heroes face a choice: whether to remain in the Special World or begin the journey home to the Ordinary World. Although the Special World may have its charms, few heroes elect to stay. Most take The Road Back, returning to the starting point or continuing on the journey to a totally new locale or ultimate destination.

  This is a time when the story's energy, which may have ebbed a little in the quiet moments of Seizing the Sword, is now revved up again. If we look at the Hero's Journey as a circle with the beginning at the top, we are still down in the basement and it will take some push to get us back up into the light.

  Wake up, Seekers! Shake off the effects of our feast and celebration and remember why we came out here in the first place! People back home are starving and it's urgent, now that we've recovered from the ordeal, to load up our backpacks with food and treasure and head for home. Besides, there's no telling what dangers still lurk on the edge of the hunting grounds. You pause at the edge of camp to look back. They'll never believe this back home. How to tell them? Something bright on the ground catches your eye. You bend to pick it up — a beautiful smooth stone with an inner glow. Suddenly a dark shape darts out at you, all fangs. Run! Run for your life!

  In psychological terms this stage represents the resolve of the hero to return to the Ordinary World and implement the lessons learned in the Special World. This can be far from easy. The hero has reason to fear that the wisdom and magic of the Ordeal may evaporate in the harsh light of common day. No one may believe the hero's miraculous escape from death. The adventures may be rationalized away by skeptics. But most heroes determine to try. Like the Boddhisattvas of Buddhist belief, they have seen the eternal plan but return to the world of the living to tell others about it and share the elixir they have won.

  MOTIVATION

  The Road Back marks a time when heroes rededicate themselves to the adventure. A plateau of comfort has been reached and heroes must be pried off that plateau, either by their own inner resolve or by an external force.

  Inner resolve might be represented by a scene of a tired commander rallying dispirited troops after a battle, or a parent pulling a family together after a death or tragedy. An external force might be an alarm going off, a clock ticking, or a renewed threat by a villain. The heroes may be reminded of the ultimate goal of the adventure.

  The Road Back is a turning point, another threshold crossing which marks the passage from Act Two to Act Three. Like crossing the First Threshold, it may cause a change in the aim of the story. A story about achieving some goal becomes a story of escape; a focus on physical danger shifts to emotional risks. The propellant that boosts the story out of the depths of the Special World may be a new development or piece of information that drastically redirects the story. In effect, The Road Back causes the third act. It can be another moment of crisis that sets the hero on a new and final road of trials.

  The rocket fuel may be fear of retaliation or pursuit. Often heroes are motivated to hit The Road Back when the forces they have defied in the Ordeal now rally and strike back at them. If the elixir was stolen from the central forces rather than given freely, there may be dangerous repercussions.

  RETALIATION

  An important lesson of martial arts is Finish your opponent. Heroes often learn that villains or Shadows who are not completely defeated in the crisis can rise up stronger than before. The ogre or villain that the hero confronted in the Ordeal may pull himself together and strike a counterblow. A parent who has been challenged for dominance in the family may get over the initial shock and unleash a devastating retaliation. A martial arts opponent knocked off balance may recover his center and deliver a surprise attack. In the Tiananmen Square incident, the Chinese government rallied after several days of confusion to launch a crushing response that drove the students and their Goddess of Liberty from the Square.

  One of the most vivid examples of this retaliatory movement in films is in Red River, when Tom Dunson has been toppled from his throne by his foster-son, Matthew Garth, in a central Supreme Ordeal. In the Reward stage, while Matt and his men are celebrating in the town where they've sold the cattle, Dunson is busy recruiting a small army of gunmen. In The Road Back phase, he comes riding after Matt with the force of a railroad train and the stated intention of killing his adopted son. What had been a story of overcoming obstacles on a cattle drive now becomes a story of a parent stalking his child to get revenge.

  The peculiar force of this passage is carried in John Wayne's physical acting. He lurches toward the showdown with Montgomery Clift like a zombie, with the unstoppable energy of a machine, flicking cattle out of his path and shrugging off a bullet from a secondary character who tries to deflect him from his intent. He is the living image of the angry parental energy that can be roused by challenging a Shadow.

  The psychological meaning of such counterattacks is that neuroses, flaws, habits, desires, or addictions we have challenged may retreat for a time, but can rebound in a last-ditch defense or a desperate attack before being vanquished forever. Neuroses have a powerful life force of their own and will strike back when threatened. Addicts who have made a first effort at recovery may fall off the wagon with a vengeance as their addiction f
ights back for its life.

  Retaliation can take other forms. If you're hunting bear or killing dragons, you may find that the monster you killed in the Ordeal has a mate who comes chasing after you. A villain's lieutenant may survive him to pursue you, or you may find you have only killed an underling in the Ordeal. There may be a bigger Mr. Big who wants revenge for the loss of his servant.

  An avenging force may strike a costly blow to the hero's fortunes, wounding him or killing one of his cohorts. This is when Expendable Friends come in handy. The villain might also steal back the elixir or kidnap one of the hero's friends in retaliation. This could lead to a rescue or chase, or both.

  CHASE SCENES

  In many cases heroes leave the Special World only because they are running for their lives. Chases may occur in any part of the story, but the end of Act Two is one of the most popular places. Chases are useful for torquing up a story's energy. Audiences may get sleepy at this point, and you have to wake them up with some action or conflict. In the theatre, this stage is called "racing for the curtain," a time when you want to pick up the pace and build momentum for the finish.

  Chases are a favorite element of movies, and they figure prominently in literature, art, and mythology as well. The most famous chase in classical mythology is Apollo's pursuit of the shy nymph Daphne, who begged her father, a river god, to transform her into a laurel tree. Transformation is often an important aspect of chases and escapes. Modern heroes may simply assume a disguise in order to escape a tight situation. In a psychological drama, a hero may have to escape a pursuing inner demon by changing behavior or undergoing inner transformation.

  MAGIC FLIGHT

  Fairy tales often include a chase that involves a whimsical transformation of objects, known as the magic flight motif. In a typical story a little girl escapes from the clutches of a witch with the help of gifts from animals she's been kind to. The girl throws down the gifts one by one in the witch's path and they magically transform into barriers that delay the witch. A comb becomes a thick forest that slows the witch while she gobbles it up. A scarf becomes a wide river which she has to drink.

 

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